Game asset linked to operations performed outside the game

ABSTRACT

Methods, systems, and computer programs are presented for executing game operations. One method includes an operation for receiving a request from a player to acquire a first game asset to be utilized in the game, the first game asset being associated with a token usable in the real world outside the game. After assigning the first game asset to the player in the game, the player is rewarded in the game with a second asset in response to the request. Further, the method includes an operation for detecting a commercial operation executed outside the game by the player with the token, and the player is rewarded in the game with a third asset in response to the detecting.

BACKGROUND

1. Field of the Invention

The present embodiments relate to methods for improving gameinteractions, and more particularly, methods, systems, and computerprograms for game assets that are linked to real-life activities.

2. Description of the Related Art

Online games that allow players to interact with other players havebecome popular. Online game operators aim at continue improving onlinegames to keep players interested in the game, because increased playingtimes often means higher game revenues.

Some games provide challenges to players, where the challenges entailthe completion of one or more tasks within the game. Each player mustperform the required tasks to complete the challenges. As the playercompletes each challenge, the player receives rewards and new challengesare made available to continue the game. Sometimes, players wish toaccelerate the completion of tasks, so players spend virtual currency,also referred to as in-game currency, to skip over some tasks. Becauseof this, game virtual currency is a valuable asset for players.

Sometimes game operators include advertising in the game. For example,an advertisement may be placed on a billboard of a city that the playeris building. But these displays have limited functionality and do notcreate substantial increase in game enjoyment. In order to keep playersengaged in the game, a system is desired that would enable game playersto receive incentives in the game to play longer.

It is in this context that embodiments arise.

SUMMARY

Methods, devices, systems, and computer programs are presented forexecuting an online game. It should be appreciated that the presentembodiments can be implemented in numerous ways, such as a method, anapparatus, a system, a device, or a computer program on a computerreadable medium. Several embodiments are described below.

In one embodiment, a method for executing game operations is provided.The method includes an operation for receiving a request from a playerto acquire a first game asset to be utilized in the game. The first gameasset is associated with a token usable in the real world outside thegame. The first game asset is assigned to the player in the game, andthe player is rewarded in the game with a second asset in response tothe request. Further, the method includes an operation for detecting acommercial operation executed outside the game by the player with thetoken. In addition, the player is rewarded in the game with a thirdasset in response to the detecting. In one embodiment, the operations ofthe method are executed by a processor.

In another embodiment, a method for executing game operations isprovided. The method includes an operation for receiving a request froma player to acquire a first game asset to be utilized in the game. Thefirst game asset is associated with a token usable in a real worldoutside the game, and the first asset includes growth stages associatedwith a plurality of commercial operations executed in the real worldwith the token. Further, the method includes operations for assigningthe first game asset to the player in the game, and for sending a firstelectronic message to notify a commercial company that the first gameasset has been assigned to the player. A first commercial operation,executed outside the game by the player with the token, is detected, andthe first asset is evolved from a first growth stage to a second stagein response to detecting the first commercial operation. Further, themethod includes another operation for rewarding the player in the gamewith a second asset in response to the evolving. In one embodiment, theoperations of the method are executed by a processor.

In yet another embodiment, a computer program embedded in anon-transitory computer-readable storage medium, when executed by one ormore processors, for executing game operations, is presented. Thecomputer program includes program instructions for receiving a requestfrom a player to acquire a first game asset to be utilized in the game.The first game asset is associated with a token usable in a real worldoutside the game. The computer program further includes programinstructions for assigning the first game asset to the player in thegame and rewarding the player in the game with a second asset inresponse to the request. Included also are program instructions fordetecting a commercial operation executed outside the game by the playerwith the token. Additionally, the computer program includes programinstructions for rewarding the player in the game with a third asset inresponse to the detecting.

Other aspects will become apparent from the following detaileddescription, taken in conjunction with the accompanying drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

The embodiments may best be understood by reference to the followingdescription taken in conjunction with the accompanying drawings.

FIG. 1 shows an interface for playing an online game, according to oneembodiment.

FIGS. 2A-2D illustrate interfaces for placing the value asset in thegame, according to some embodiments.

FIGS. 3A-3E illustrate interfaces related to the evolution of the moneytree, according to some embodiments.

FIG. 4 illustrates several embodiments of prepaid cards associated withthe money tree.

FIGS. 5A-5C illustrate embodiments for interfaces related toprepaid-card management operations provided outside the game.

FIGS. 6A-6B are flow charts illustrating algorithms for executingoperations associated with the money tree in the game, according to someembodiments.

FIGS. 7A-7B are tables illustrating the rewards associated with themoney tree, according to some embodiments.

FIG. 8 is an exemplary architecture of a computer system forimplementing embodiments presented herein.

FIG. 9 is a flowchart illustrating an algorithm for executing gameoperations, in accordance with one embodiment.

FIG. 10 illustrates an implementation of a Massively Multiplayer Online(MMO) infrastructure, according to one embodiment.

FIG. 11 illustrates an example network environment suitable forimplementing embodiments.

FIG. 12 illustrates an example computer system for implementingembodiments.

DETAILED DESCRIPTION

The following embodiments describe methods, computer programs, andapparatus for linking a game asset with a token that may be used in thereal world. It will be apparent, that the present embodiments may bepracticed without some or all of these specific details. In otherinstances, well known process operations have not been described indetail in order not to unnecessarily obscure the present embodiments.

FIG. 1 shows an interface for playing an online game, according to oneembodiment. The embodiment of FIG. 1 shows a screen capture of the gameboard for the game Pioneer Trail, provided by Zynga Inc., the assigneeof the present application. The principles presented herein may beapplied to other online games, as well as to games that are not playedonline. In Pioneer Trail, each player has her own game board, alsoreferred to as a homestead, home board, etc., where each player performsgame-relate activities. In addition, a player may visit the game boardof other players, to perform viral interactions in the game boards ofthe other players.

The Pioneer Trail is a simulation, role-playing video game available forplay on social networking sites. The player plays the role of a pioneerof the American old west and utilizes an avatar which resembles apioneer. The player may complete collections which may be traded forcoins, experience points (XP), decorations, livestock, trees, craftableitems, energy and horseshoes (rare money that can be bought with realmoney). The player may also finish goals which include tasks such asgathering money, buying energy, clearing land, chopping down trees,raising livestock and trees, creating items such as beds, furniture, andclobbering unwanted pests like bears, snakes, foxes and groundhogs.Eventually the player may acquire a spouse and have children.

Other tasks include collecting from buildings, building inns, wagons,general stores, cabins, schools, chicken coops, barns, trading posts,barber shops, churches, and sawmills as well as seeding, growing andharvesting crops. Coins enable the player to purchase decorations,buildings, crops, trees and animals. Horseshoes, which can be earnedin-game or purchased through real-world cash or credit, allow the playerto buy mules and horses, paint buckets, hand drills, nails, bricks,hammers, etc. These items are essential for completing certain goals.Friends may also “gift” some items to the player, which is referred toherein as a viral interaction.

Crops may be planted and must be harvested before they wither, and thecrops with longer maturation times provide larger payoffs. Harvestingmay trigger encounters with ground hogs, which must be “clobbered” toavoid using extra energy within their area of influence. Clobberingpests and harvesting crops yield coins, XP, and food. Food can be usedto get energy, which is necessary to perform some actions in the game.Energy can be purchased in exchange for food or horseshoes. When theplayer runs out of energy, the player must either purchase more energywith food or horseshoes, or wait for more energy to build up over time.

Animals may be purchased and harvested routinely for resources, or soldoutright for a large one-time reward. In one embodiment, the animalsstart out as juveniles and must be fed several times to grow intoadults. Players can also plant fruit trees, such as cherry, apple, pear,peach, apricot, etc., and their fruits may be collected when the treesreach maturity.

The game shown in FIG. 1 includes avatar 120, which can be manipulatedby the player, such as by clicking the mouse around the play area. Forexample, if the mouse is clicked somewhere far away from the avatar, theavatar is moved to the faraway place, unless the mouse is clicked onsome other game object that causes an in-game action (e.g., if the mouseis clicked on an animal, the avatar feeds the animal).

As the player advances in the game, the player acquires assets, whichcan take multiple forms. In one embodiment, assets include first virtualcurrency asset 102 (referred to as horseshoes), second virtual currency128, wood asset 104, food asset 106, energy asset 108, sheep asset 122,haystack asset 124, dancing bear asset 126, badges, badge collections,temporally tiered levels, bonuses, promotions, penalties, digitalcontent (e.g., image files, icons, audio files, video files), gifts,honor title, rewards, invitation permissions, avatars, rally points,diaries, footprints, trophies, competitions, engagement modes, userdifficulty modes (e.g., novice, intermediate, expert), stars, medals,gems, pets, exploration quests, etc. Each asset can be used for one ormore purposes. For example, first virtual currency 102 can be usedduring the game to make progress, also referred to herein asadvancement. The first virtual currency 102 can be used to acquireassets (e.g., animals or crops), to remove an obstacle in the game(e.g., enabling progress that would otherwise be blocked), or tocomplete a task (e.g., finish decorating a house).

In one embodiment, the online game includes quests 112, which may alsobe referred to as missions, goals, challenges, etc. Each questidentifies one or more tasks that the player must complete before thequest is considered satisfied or finished. For example, a quest mayrequire three tasks: chopping down a tree, feeding an animal, andplanting an apple tree. Upon completion of the quest, the player isrewarded in some fashion, such as by getting a new asset, increasing theamount of energy, getting more virtual currency, etc. As the playercompletes tasks and quests, the game score 110 is increased, and as thegame score increases the experience level may also increase.

Clicking on inventory icon 116 causes the online game to display a listof all the items or assets owned by the player. In addition, clicking onmarketplace icon 118 takes the player to a virtual marketplace whereassets can be acquired. As described above, assets can be from withindifferent categories such as crops, trees, animals, buildings,decorations, energy, special items, weapons, etc. Each category includesa plurality of assets within the category. For example, the animalcategory includes ducks, chickens, goats, sheep, pigs, etc. Some of theitems within a category can be freely acquired by the player, whilepurchasing of some items can be blocked until certain game condition ismet, such as reaching some score, finishing a quest, purchasing theability to unblock the blocked item, etc.

In one embodiment, the online game is an online social game, whichleverages social relationships between the player and other online gameplayers socially linked to the player. For example, the player may add aneighbor to the game by inviting a friend from a social networking site.There are several online social networks run and maintained by variouscompanies, and any one of these companies can provide access to socialgraph data. Once a friend accepts being a neighbor, a socialrelationship is established in the game where the game played by theplayer and the game played by the neighbor can interact with each other.For example, the player may visit the home of the neighbor and performsome game activities therein, and will be rewarded for doing so. Some ofthe quests in the game may include social activities that promote theinteraction between players. For example, one quest may include plantingtomatoes in the neighbor's farm. Therefore, the social interaction canprovide advancement for the player and for the neighbor.

Embodiments presented herein allow a player to place a value asset 132in the player's game board. As used herein, a value asset is a gameasset that is associated with a token usable in the real world outsidethe game. In one embodiment, the token is selected from a groupconsisting of a prepaid card, a credit card, an automated teller machine(ATM) card, a store card, a membership card, or a gift card. Fordescription purposes, a prepaid card is used herein to describeembodiments, but the principles presented may be applied to any othertoken that may be used in the real world to buy or sell goods orservices, or to transfer money. In the embodiment illustrated in FIG. 1,a player has placed a value asset 132, which is referred to herein as amoney tree, in the game board. The value asset 132 is associated with atoken, which is a prepaid card in one embodiment.

It is noted that the embodiments illustrated in FIG. 1 are exemplary.Other embodiments may utilize different value assets, tokens, quests,social interactions, etc. The embodiments illustrated in FIG. 1 shouldtherefore not be interpreted to be exclusive or limiting, but ratherexemplary or illustrative.

FIGS. 2A-2D illustrate interfaces for placing the value asset in thegame, according to some embodiments. FIG. 2A is a message presented tothe player to suggest adding the value asset to the game. In oneembodiment, the message is presented while the avatar of the player isin the homestead, but the message can be presented anywhere else duringgame play. For example, the player may see other value asset sponsoringmessages while accessing the inventory application, or the market, orwhen the player runs out of energy, etc.

The promotional message in FIG. 2A entices the user with 300 freevirtual currency (e.g., horseshoes) when the user signs up for a prepaidcard. An image of the prepaid card is presented to the user, and anoption button (e.g., “Plant the money tree!”) is provided to allow theuser to start the game operation for installing the value asset in thegame. In addition, a second message lets the user know of other benefitsassociated with the value asset, such as exclusive bonus levels, a dailycoin bonus, and more horseshoe rewards.

The embodiments described herein refer to a prepaid card as the token,but other types of digital wallets are also possible. In general, adigital wallet (also known as an e-wallet) allows users to makeelectronic commerce transactions. A digital wallet has both a softwareand an information component. The software provides security andencryption for the personal information and for the actual transaction.A server-side digital wallet, also known as a thin wallet, is one thatan organization creates for a user and maintains on its servers. Theinformation component includes user-inputted information. Thisinformation consists of name, shipping address, billing address, paymentmethods (including credit card numbers, expiration dates, and securitynumbers), and other information.

In one embodiment, the value asset is representative of a financialproduct, and is associated with in-game rewards. Some of the embodimentsdescribed herein present a “money tree” as the value asset, but manyother types of assets may also be used in the game as value assets. Inone embodiment, the value asset is selected from a group consisting of atree, a plant, a vehicle, a car, an airplane, a ship, a weapon, a gun, arifle, a building, a castle, a decoration, a fountain, an avatar, etc.In another embodiment, the reward for installing the value asset isselected from a group consisting of a game currency, game energy, or afood item.

If the user chooses the option to install or accept the value asset, theuser then proceeds to place the value asset in the game. The user mayplace the value asset in the game board, add it to inventory, add it toa storage area, etc. FIG. 2B displays a value asset 132 (e.g., moneytree) after the player has placed the money tree in the player'shomestead.

FIG. 2C shows an embodiment of a message presented to the user after theuser installs, or adds, the value asset. A box 202 is presented to theuser showing some of the operations associated with the value asset,which are also associated with the token linked to the value asset. Inone embodiment, there is a progression associated with the prepaid card.The progression includes: placing (e.g. installing) the value asset inthe game, signing up for the prepaid card, activating the prepaid card,and spending money with the prepaid card. The box 202 describing thedifferent operations is referred to herein as a progression map or aprogression curve. The interface shown in FIG. 2C is referred to as aprogression dialogue box.

A connection is established in the game between the value asset and theprepaid card. The visibility of the asset in the game (e.g., the iconassociated with the value asset) reminds players that there is anongoing program associated with the value asset, including the abilityto gain additional rewards. The user is incentivized to place the valueasset, not only because it is an appealing asset within the game, butalso because the value asset is associated with an external token inreal life, that when used may result in game rewards. The use of theprepaid card, which is linked to the game, for operations in the realworld increases the engagement value between the player and the game. Byusing a prepaid card with the game's logo, in one embodiment, playerstend to increase the degree of connection with the game, resulting inbigger engagements, higher affinity, and increased playing times.

In addition, if the player clicks or places the mouse over the valueasset, additional information regarding the value asset is provided tothe user. The user receives incentives at each stage of the progressionmap to motivate the user to continue through the different stages.

FIG. 2D illustrates one embodiment of an informational message providedto the player after installing the value asset. It is noted, that FIG.2D is associated with a different game (e.g., Farmville) than theembodiment shown in FIG. 2C (e.g., FrontierVille). For example, theembodiment of FIG. 2-D provides the following messages:

1. “You planted the money tree” (this message is presented afterinstalling the money tree).

2. “Farm cash does grow on trees” (rewards will be given by the moneytree).

3. “Earn Farm cash with prepaid card” (the money tree is linked to aprepaid card).

4. “Grow your virtual world when using the card” (the player will getin-game rewards when the player uses the prepaid card in the realworld).

It is noted that the embodiments illustrated in FIG. 2A-2D areexemplary. Other embodiments may utilize different progression maps withmore or less stages, provide different incentives, different messages,different value assets, different tokens, etc. The embodimentsillustrated in FIG. 2C should therefore not be interpreted to beexclusive or limiting, but rather exemplary or illustrative.

FIGS. 3A-3E illustrate interfaces related to the evolution of the moneytree, according to some embodiments. In one embodiment, the in-game iconassociated with the value asset changes for each of the different stagesof the progression map. FIG. 3A illustrates the evolution of the moneytree, according to one embodiment. When the user places the money tree,icon 302 is associated with the value asset in the homestead of theplayer's board. As the user makes progress, the icon evolves to presenta better (e.g., more beautiful, bigger) icon. For example, after theplayer signs up for the prepaid card, icon 302 is replaced with icon304, which is bigger and has more flowers. After the player activatesthe card, icon 306 replaces icon 304, and after the player makes thefirst purchase with the prepaid card, icon 308 replaces icon 306.Therefore, the objective set for the player is to get the big beautifultree with icon 308. In one embodiment, one or more of the icons may beanimated (e.g., with butterflies flying around, branches moving in thewind, etc.) to increase the appeal value.

In one embodiment, the tree may also be harvested. The tree may beharvested a predetermined number of times or periodically. For example,after the tree is harvested the tree is ready to be harvested againafter a period of time (e.g., a day, a week, etc.). Further, as theplayer uses the prepaid card in stores, the tree may add additionalrewards.

FIG. 3B illustrates another embodiment for the progression of the valueasset. In this embodiment, the icon associated with each stage changescolor as the player progresses in the evolution of the value asset. Forexample, icon 310 is a blue tree obtained after the player places thevalue asset, icon 312 is a green tree obtained after the player signs upfor the prepaid card, icon 314 is a purple tree obtained after theplayer activates the prepaid card, and icon 316 is a gold-color treeobtained after the player spends with the prepaid card.

After the player places the value asset, the player is invited to signup for the card. In one embodiment, the player is given a web link toaccess a website from a financial institution in order to sign up. Moredetails with reference to sign up for the card and other interfaces withthe financial institution are given below with reference to FIGS. 5A-5C.

After the player signs up with the financial institution, the financialinstitution notifies the game provider, and the player receives thecredit for advancement in the progression map. In one embodiment, aftersigning up for the prepaid card, the player receives the prepaid card inthe mail. In order to use the card, the player must first activate thecard, such as by going to a website to activate the card or by placing aphone call with the financial institution.

FIG. 3C illustrates the progression map after the player has signed upfor the card. Checkmarks in the place and sign-up operations indicatethat the user has successfully completed these operations in theprogression map. A message encourages the player to activate the card bypromising rewards (e.g., 30 horseshoes). In addition, more rewards arepromised to the player when the player adds funds to the prepaid card.Once the card is activated and loaded with funds, the prepaid card isready to be used in the real world. In one embodiment, the more theplayer uses the prepaid card in the real word, the more rewards aregiven by the value asset in the game.

It is noted that the player may be able to use the prepaid card in agame related operation, such as using the prepaid card to buy virtualcurrency. In this case, the player gets rewarded for using the card,similar to when the player uses the prepaid card for any otherreal-world transaction. In one embodiment, the player gets additionalrewards for buying virtual currency in the game with the prepaid card.

In another embodiment, the player may get rewards to be used in the realworld for making progress in the game. For example, the player mayobtain a free coffee at a coffee house when the player reaches a gamegoal. The player is notified that the coffee may be acquired for free inthe coffee house by using the prepaid card.

After the player activates the card, the fourth stage is reached, andthe player gets game rewards every time the player makes a purchase withthe prepaid card. In one embodiment, the player only gets a reward forreal life purchases a predetermined number of times (e.g., 5, 10, 20,100, etc.). After using the prepaid card in the real world, when theplayer returns to the game, there will be an animation or message in themoney tree notifying the player to click on the money tree because thereis a reward waiting for the player, which is the result of using theprepaid card.

FIG. 3D illustrates an embodiment where the value asset has changedafter the player has signed up for the card. Icon 320 associated withthe value asset has changed color with reference to the icon initiallyobtained after placing the value asset (see FIG. 2B). In FIG. 2B, thetree is blue, and in FIG. 3D the tree is green, showing the evolution ofthe money tree.

In one embodiment, the money tree can be harvested, which is alsoreferred to as tended. In one embodiment, when the player tends orharvests the tree, the player receives game rewards that are unrelatedto the game rewards obtained when using the prepaid card.

FIG. 3E shows an embodiment of a progression dialogue box after theplayer has signed up for the prepaid card. In one embodiment, the gameinforms the player that additional game currency (e.g., 13 Farm Cash)may be obtained by activating the card. In addition, the message boxpoints to the third icon in the value asset evolution, showing theplayer the new icon to be gained if the player activates the card.Similarly, after activating the prepaid card, a new message would bepresented (not shown) notifying the user that additional rewards (e.g.,650 Farm Cash) are available for spending with the prepaid card, as wellas a new icon.

FIG. 4 illustrates several embodiments of prepaid cards associated withthe money tree. In one embodiment, the player is given the choice toselect a prepaid card with a motif associated with the online game. Thisstrengthens the relationship between player and game. In one embodiment,the prepaid card is generically associated with the game developer, andnot with a particular game. For example, FIG. 4 illustrates prepaidcards associated with the games FarmVille, CityVille, and CastleVilleprovided by Zynga Inc., the assignee the of the present application.Another prepaid card is associated with the company Zynga.

In one embodiment, the prepaid card may be associated with Real-MoneyGambling (RMG) (e.g., online poker, slots, sports betting, blackjack,craps, and other casino games, etc.). The player may get rewards in theRMG game by using the prepaid card acquired through the RMG game. Forexample, a poker player may use the RMG card to get poker chips to playin a poker table. As a reward, the player may obtain additional pokerchips or other benefits, such as free virtual items for the game, freedrinks in a real-life casino, etc. By having the player use a prepaidcard associated with the RMG game, a closer relation between the playerand the game provider is established.

In one embodiment, an icon in the RMG may be associated with the game.For example, a player with an RMG card may obtain a distinctive status,banner, drink, crown, access to exclusive tables and tournaments, etc.

FIGS. 5A-5C illustrate embodiments for interfaces related toprepaid-card management operations provided outside the game. In oneembodiment, the game provides an Internet link for the player in orderto sign up for the prepaid card. FIG. 5A illustrates the webpagepresented to the player when selecting the Internet link in a webbrowser. A welcome message reinforces the game rewards (e.g., “Get 150Free Farm Cash”) to be obtained when signing up for the prepaid card(e.g., “Game Rewards Card). In addition, the website lets the user knowthat additional rewards are available down the road after using theprepaid card 10 times in real-life transactions.

In one embodiment, a Sign Up button 502 is provided to start the signingup process. In another embodiment, a Convert button 504 allows a playerthat already has a card with the financial provider of the prepaid cardto convert the card into a new card associated with the desired game. Anicon 506 illustrates one or more of the cards available.

After selecting the sign up option 502, the user is provided anotherwebpage to enter personal information, such as name, address,employment, social security number, etc. Once the personal informationis entered, the credit card company creates an account for the player,if approved.

FIG. 5B presents an interface of a login page for a player that alreadyhas an account for the prepaid card, according to one embodiment. Awelcome message notifies the player some of the operations that need tobe completed before the card may be used. For example, the player isreminded that the card needs to be activated, money must be added to thecard, and that qualifying purchases may be made to obtain game rewards.A Log In button 508 provides a link for the player to the sign in page.

After the player logs in, a menu is provided (not shown) to performcard-related operations. One of the operations, according to oneembodiment, is to add money to the prepaid card. FIG. 5C illustrates aninterface for adding money to the prepaid card.

The player may enter the amount to be added to the card (e.g., $20),when to add the money, and the funding source for the funds. The fundingsource may be any type of financial instrument that allows the cardcompany to get money for the player's card, such as a credit card, debitcard, another prepaid card, checking account, savings account, etc. ASubmit button 512 is provided to the player for completing the add-moneyoperation.

It is noted that the embodiments illustrated in FIGS. 5A-5C areexemplary. Other embodiments may utilize different layouts, fields,interfaces, etc. The embodiments illustrated in FIGS. 5A-5C shouldtherefore not be interpreted to be exclusive or limiting, but ratherexemplary or illustrative.

FIGS. 6A-6B are flow charts illustrating algorithms for executingoperations associated with the value asset in the game, according tosome embodiments. In some embodiments, when the player logs into thegame, a message (e.g., a pop-up message) is presented to the user toinvite the user to get the prepaid card.

In some embodiments, the player must meet certain requirements beforethe offer for the prepaid card is presented. For example, the playermust reside in the country (e.g., United States, although othercountries are also possible) where the offer is valid. In someembodiments, the offer may be valid in multiple countries. Therefore,when the player logs in one or more checks are performed to determine ifthe player is eligible.

FIG. 6A is a flowchart of a method for determining if the player iseligible for the card offer, i.e., the player meets the prerequisitesfor receiving the offer, according to one embodiment. In operation 602,a first check is made to determine if the player is a candidate for theprepaid card. For example, a check is made to determine if the playerhas a minimum age or meets some other requirements imposed by the gameprovider or the card provider. If the player does not meet this firstrequirement, the method continues to operation 610 where the player isdetermined non-eligible.

If the player is a potential candidate as determined in operation 602,the method flows to operation 604 where another check is performed todetermine if the player has reached a minimum level of skill in the game(e.g., the player has reached level 8). If the player does not have theminimum skill level, the player is determined non-eligible in operation610, and if the player meets the skill requirement the method flows tooperation 606.

In operation 606, another check is made to determine if the player is inthe geographic area where the prepaid card is available (e.g. a state, anation, a plurality of nations, a test area, etc.). As with operation602 and 604, if the player does not meet the geographical requirement,the player is determined non-eligible in operation 610. However, if theplayer meets the geographic requirement, the method flows to operation608.

In operation 608, the method checks if the player has already signed upfor the prepaid card, and if the player has not signed up for the card,the player is determined eligible for the program in operation 612.After the player is determined eligible, the pop-up message, or someother message, will be presented to the player to inform the player ofthe availability of the prepaid card program. If the player has alreadysigned up, the player is determined non-eligible in operation 610.

FIG. 6B is a flowchart of a method for providing rewards for the playerafter placing the money tree. In one embodiment, the game provides adaily reward for a predetermined number of days after placing the moneytree in the game. In one embodiment, the player is provided rewards 10times after the money tree is ripe, but other number may also bepossible (e.g., 2-50, etc.). Of course, the player has to “tend” thetree to obtain the rewards, and a minimum amount of time must elapse(e.g., 24 hours) before the tree is ripe again. In one embodiment, themoney tree is ripe when first placed, and then becomes ripe every 24hours.

In one embodiment, the player collects one unit of virtual currency(e.g., 1 horseshoe) every time the tree is tended, up to 10 times. Afterthe 10 times, the player may receive other rewards (e.g., energy, othertype of virtual currency, assets for use in the game, etc.), but theplayer will not receive additional units of the virtual currency (e.g.,horseshoes).

In one embodiment, an indicator appears on the tree 634 (e.g., an arrowabove the tree), to let the user know that the tree is ripe. Inoperation 620, the game detects that the player has clicked on the moneytree. From operation 620, the method flows to operation 622 where acheck is made to determine if the tree is ripe for tending. If the treeis not ripe, the method flows to operation 632, and if the tree is ripethe method flows to operation 624.

In operation 624, “doobers” are added to the game board around the treeto make rewards available, such as experience points (XP), currency, andenergy, although other types of assets may also be added as rewards. A“doober” is an icon representing a reward to be collected by the user,and when the user clicks or mouses over the doober, the associatedreward is collected and the doober disappears.

From operation 624, the method flows to operation 626 where the gamechecks how many times the player has tended the ripe tree. If the treehas been tended less than 10 times, the method flows to operation 628,if the tree has been tended exactly 10 times, the method flows tooperation 630, and if the tree has been tended more than 10 times themethod flows to operation 632.

In operation 622, a doober for one unit of virtual currency (e.g.horseshoe) is added to the game board. In operation 630, one doober isadded and a message is presented to the user indicating that this is thefinal unit of virtual currency obtained by tending the ripe tree,although other types of rewards may be available associated with thetree, as discussed herein.

From operation 630, the method flows to operation 632 where a dialogueor interface is presented to the user, given the ability to the user toperform value asset related operations. It is noted that the embodimentsillustrated in FIGS. 6A-6B are exemplary. Other embodiments may utilizedifferent operations, omit some operations, provide different types ofrewards, give rewards a different number of times, etc. The embodimentsillustrated in FIGS. 6A-6B should therefore not be interpreted to beexclusive or limiting, but rather exemplary or illustrative.

FIGS. 7A-7B are tables illustrating the rewards associated with themoney tree, according to some embodiments. FIG. 7A illustrates therewards available in the form of virtual currency (e.g., horseshoes).The table specifies which incentive (i.e., reward) is available based onthe action associated with the token. For example, when the playerplaces the money tree in the board and proceeds to harvest the moneytree, the player gets 1 horseshoe, up to a maximum of 10 times (columntitled “#Claims”). The rightmost column indicates the total number ofhorseshoes that may be collected by each action on the leftmost column.

When the player registers for the prepaid card, the player gets 300horseshoes as a reward, and the rewards associated with the registrationmay only be collected once. Further, after the player adds money to theprepaid card for the first time, the player gets 200 horseshoes.Additionally, the first 10 times that the player makes a purchase withthe prepaid card, the player gets 100 horseshoes each time, for a totalmaximum of 1000 horseshoes.

FIG. 7B describes the rewards that may be obtained by tending the moneytree, other than the rewards in the form of virtual currency describedin FIG. 7A. When the player places the money tree, the player gets 50experience points (XP), one hundred coins (i.e., second virtual currencydifferent from the virtual currency of FIG. 7A), and a snack for 5energy points.

When the player registers the card, the player gets 250 experiencepoints, 200 coins, and a breakfast for 10 energy points. When the playeractivates the card, the player gets 450 experience points, 500 coins,and a lunch for 15 energy points, and when the player makes the firstpurchase with the prepaid card, the player gets 750 experience points,800 coins, and dinner for 30 energy points.

It is noted that the embodiments illustrated in FIGS. 7A-7B areexemplary. Other embodiments may utilize different types of rewards,different amounts of rewards, rewards given for othervalue-asset-related activities, etc. The embodiments illustrated inFIGS. 7A-7B should therefore not be interpreted to be exclusive orlimiting, but rather exemplary or illustrative.

FIG. 8 is an exemplary architecture of a computer system forimplementing embodiments presented herein. In one embodiment, the onlinegame is hosted by server 818, which includes a game manager 820, and arewards manager 814. A first player P1 804 plays the game utilizingclient device 802 executing a game computer program 806. In oneembodiment, the computer program 806 is a web browser, and in anotherembodiment other computer programs may also be utilized to play thegame, such as a computer program loaded on a computing device for theexclusive purpose of playing the game. Client device 802 furtherincludes a web browser 810, which may be used to perform gameoperations, to gain access to the interface for performing prepaid cardrelated operations with financial server 822, or to perform financialoperations (e.g., Internet purchases) with the prepaid card. In oneembodiment, the first player P1 804 has placed a value asset 808 in thegame 806.

The game 806 interfaces with game server 818 to perform game operations,including game operations related to value assets. The rewards manager822 provides card-activity information to game manager 820 (e.g., playersigns up for the card, player makes a purchase with the card, etc.). Therewards manager 814 interfaces with the game interface manager 826 infinancial server 822 to exchange information related to the value assetof the game and financial transactions performed with the cardassociated with the value asset. For example, when the player activatesthe prepaid card with financial server 822, the game interface managersends information to the rewards manager 814 to let the game operatorknow that the card has been activated. The interface between rewardsmanager 814 and 826 is provided to support all the operations describedherein for interfacing the game provider with the financial institutionoffering the prepaid card.

In one embodiment, after the player installs the value asset in thegame, the game places an icon associated with the value asset in a gameboard, and sends an electronic message to game interface manager 826, tonotify the commercial company that the player has assigned or installedthe value asset.

In one embodiment, the financial server 822 detects the user 804 hasperformed a commercial operation using the prepaid card (e.g., the usermakes and in-store purchase in a store 812, or performs an Internetpurchase with the prepaid card, or signs up for the card) when thefinancial transaction manager 824 receives an electronic message from acommercial company. In response, the game interface manager 826 notifiesthe rewards manager 814 that the financial transaction has taken place.In one embodiment, the commercial operation is selected from a groupconsisting of signing up for a prepaid card, activating the prepaidcard, adding money to the prepaid card, or spending money with theprepaid card.

Database 816 in game server 818 is used to store information related tovalue assets. In one embodiment, database 816 includes a list of valueassets owned by each player (e.g., player 804), and for each value assetassociated information is stored. A list of attributes and parameters isassociated with each value asset. In one embodiment, the list ofattributes includes one or more of a user ID, a state of the value asset(e.g., placed, signed, activated, etc.), rewards given to the player,rewards available to the player, whether the money tree is ripe, thetime when the tree was last tended, whether there is a financialtransaction pending that needs attention, etc.

Financial server 822 further includes a card-data database 828, whichincludes information related to the prepaid cards owned by players. Inone embodiment, card-data database 828 includes one or more of a userID, a state of the prepaid card, a balance on the prepaid card, aregistration date for the card, an expiration date for the card, etc.

It is noted that the embodiments illustrated in FIG. 8 are exemplary.Other embodiments may utilize different modules, computer programs,interfaces, interactions, value asset implementations, databasestructures, etc. For example, in one embodiment, value assets are keptin a separate list from the regular assets. The embodiments illustratedin FIG. 8 should therefore not be interpreted to be exclusive orlimiting, but rather exemplary or illustrative.

FIG. 9 is a flowchart illustrating an algorithm for executing gameoperations, in accordance with one embodiment. In operation 902, arequest is received from a player to acquire a first game asset to beutilized in the game. The first game asset is associated with a tokenusable in the real world outside the game. In one embodiment, the tokenis one of a prepaid card, a credit card, an automated teller machine(ATM) card, a store card, a membership card, a gift card, etc.

From operation 902, the method flows to operation 904, where the firstgame asset is assigned to the player in the game in response to therequest. Additionally, the player is rewarded in the game with a secondasset.

From operation 904, the method flows to operation 906, where acommercial operation, executed outside the game by the player with thetoken, is detected. In one embodiment, the commercial operation is oneof signing up for a prepaid card, activating the prepaid card, addingmoney to the prepaid card, or spending money with the prepaid card.

From operation 906, the method flows to operation 908, where the playeris rewarded in the game with a third asset in response to the detecting.In one embodiment, operations of the method are executed by a processor.

In another embodiment, a method includes operations for receiving arequest from a player to acquire a first game asset to be utilized inthe game, the first game asset being associated with a token usable in areal world outside the game, where the first asset includes growthstages associated with a plurality of commercial operations executed inthe real world with the token; assigning the first game asset to theplayer in the game; sending an electronic message to notify a commercialcompany that the player has assigned the first game asset; detecting afirst commercial operation executed outside the game by the player withthe token; evolving the first asset from a first growth stage to asecond stage in response to detecting the first commercial operation;and rewarding the player in the game with a second asset in response tothe evolving. In one embodiment, a different in-game icon for the firstgame asset is associated with each of the growth stages.

In another embodiment, operations of the method are performed by acomputer program when executed by one or more processors, the computerprogram being embedded in a non-transitory computer-readable storagemedium.

FIG. 10 illustrates an implementation of an online game infrastructure,according to one embodiment. The online game infrastructure 476 includesone or more game servers 458, web servers (not shown), one or moresocial network management servers 462, and databases to store gamerelated information. In one embodiment, game server 458 provides a userinterface 460 for players 452 to play the online game. In oneembodiment, game server 458 includes a Web server for players 452 toaccess the game via web browser 454, but the Web server may also behosted in a server different from game server 458. Network 456interconnects players 452 with the one or more game servers 458.

Each game server 458 has access to one or more game databases 466 forkeeping game data. In addition, a single database can store game datafor one or more online games. Each game server 458 may also include oneor more levels of caching. Game data cache 464 is a game data cache forthe game data stored in game databases 466. For increased performance,caching may be performed in several levels of caching. For instance,data more frequently used is stored in a high priority cache, while datarequiring less access during a session will be cached and updated lessfrequently.

The number of game servers 458 changes over time, as the gaming platformis an extensible platform that changes the number of game serversaccording to the load on the gaming infrastructure. As a result, thenumber of game servers will be higher during peak playing times, and thenumber of game servers will be lower during off-peak hours. In oneembodiment, the increase or decrease of bandwidth is executedautomatically, based on current line usage or based on historical data.

One or more social network management servers 462 provide support forthe social features incorporated into the online games. The socialnetwork management servers 462 access social data 478 from one or moresocial networks 474 via Application Programming Interfaces (API) 472made available by the social network providers. Each social network 474includes social data 478, and this social data 478, or a fraction of thesocial data, is made available via API 472. As in the case of the gameservers, the number of social network management servers 462 that areactive at a point in time changes according to the load on theinfrastructure. As the demand for social data increases, the number ofsocial network management servers 462 increases. Social networkmanagement servers 462 cache user data in database 468, and social datain database 470. The social data may include the social networks where aplayer is present, the social relationships for the player, thefrequency of interaction of the player with the social network and withother players, etc. Additionally, the user data kept in database 468 mayinclude the player's name, demographics, e-mail, games played, frequencyof access to the game infrastructure, etc.

It is noted that the embodiment illustrated in FIG. 10 is an exemplaryonline gaming infrastructure. Other embodiments may utilize differenttypes of servers, databases, APIs, etc., and the functionality ofseveral servers can be provided by a single server, or the functionalitycan be spread across a plurality of distributed servers. The embodimentillustrated in FIG. 10 should therefore not be interpreted to beexclusive or limiting, but rather exemplary or illustrative.

FIG. 11 illustrates an example network environment 550 suitable forimplementing embodiments. Network environment 550 includes a network 560coupling one or more servers 570 and one or more clients 580 to eachother. In particular embodiments, network 560 is an intranet, anextranet, a virtual private network (VPN), a local area network (LAN), awireless LAN (WLAN), a wide area network (WAN), a metropolitan areanetwork (MAN), a portion of the Internet, another network, or acombination of two or more such networks 560.

One or more links 552 couple a server 570 or a client 580 to network560. In particular embodiments, one or more links 552 each includes oneor more wired, wireless, or optical links 552. In particularembodiments, one or more links 552 each includes an intranet, anextranet, a VPN, a LAN, a WLAN, a WAN, a MAN, a portion of the Internet,or another link 552 or a combination of two or more such links 552.

Each server 570 may be a stand-alone server or may be a distributedserver spanning multiple computers or multiple datacenters. Servers 570may be of various types, such as, for example and without limitation,community server, web server, news server, mail server, message server,advertising server, file server, application server, exchange server,database server, or proxy server. Each server 570 may include hardware,software, embedded logic components, or a combination of two or moresuch components for carrying out the appropriate functionalitiesimplemented or supported by server 570. For example, a web server isgenerally capable of hosting websites containing web pages or particularelements of web pages. More specifically, a web server may hostHyperText Markup Language (HTML) files or other file types, or maydynamically create or constitute files upon a request, and communicatethem to clients 580 in response to Hypertext Transfer Protocol (HTTP) orother requests from clients 580. A mail server is generally capable ofproviding electronic mail services to various clients 580. A databaseserver is generally capable of providing an interface for managing datastored in one or more data stores.

In particular embodiments, one or more data storages 590 may becommunicatively linked to one or more severs 570 via one or more links552. Data storages 590 may be used to store various types ofinformation. The information stored in data storages 590 may beorganized according to specific data structures. In particularembodiments, each data storage 590 may be a relational database.Particular embodiments may provide interfaces that enable servers 570 orclients 580 to manage, e.g., retrieve, modify, add, or delete, theinformation stored in data storage 590.

In particular embodiments, each client 580 may be an electronic deviceincluding hardware, software, or embedded logic components or acombination of two or more such components and capable of carrying outthe appropriate functionalities implemented or supported by client 580.For example and without limitation, a client 580 may be a desktopcomputer system, a notebook computer system, a notebook computer system,a handheld electronic device, or a mobile telephone. A client 580 mayenable a network player at client 580 to access network 580. A client580 may enable its player to communicate with other players at otherclients 580. Further, each client 580 may be a computing device, such asa desktop computer or a work station, or a mobile device, such as anotebook computer, a network computer, or a smart telephone.

In particular embodiments, a client 580 may have a web browser 582, suchas Microsoft Internet Explorer, Google Chrome, Or Mozilla Firefox, andmay have one or more add-ons, plug-ins, or other extensions. A player atclient 580 may enter a Uniform Resource Locator (URL) or other addressdirecting the web browser 582 to a server 570, and the web browser 582may generate a Hyper Text Transfer Protocol (HTTP) request andcommunicate the HTTP request to server 570. Server 570 may accept theHTTP request and communicate to client 580 one or more Hyper Text MarkupLanguage (HTML) files responsive to the HTTP request. Client 580 mayrender a web page based on the HTML files from server 570 forpresentation to the user. The present disclosure contemplates anysuitable web page files. As an example and not by way of limitation, webpages may render from HTML files, Extensible Hyper Text Markup Language(XHTML) files, or Extensible Markup Language (XML) files, according toparticular needs. Such pages may also execute scripts such as, forexample and without limitation, those written in Javascript, Java,Microsoft Silverlight, combinations of markup language and scripts suchas AJAX (Asynchronous Javascript and XML), and the like. Herein,reference to a web page encompasses one or more corresponding web pagefiles (which a browser may use to render the web page) and vice versa,where appropriate.

Web browser 582 may be adapted for the type of client 580 where the webbrowser executes. For example, a web browser residing on a desktopcomputer may differ (e.g., in functionalities) from a web browserresiding on a mobile device. A user of a social networking system mayaccess the website via web browser 582.

FIG. 12 illustrates an example computer system 650 for implementingembodiments. In particular embodiments, software running on one or morecomputer systems 650 performs one or more operations of one or moremethods described or illustrated herein or provides functionalitydescribed or illustrated herein. Although methods for implementingembodiments were described with a particular sequence of operations, itis noted that the method operations may be performed in different order,or the timing for the execution of operations may be adjusted, or theoperations may be performed in a distributed system by several entities,as long as the processing of the operations are performed in the desiredway.

As example and not by way of limitation, computer system 650 may be anembedded computer system, a system-on-chip (SOC), a single-boardcomputer system (SBC) (such as, for example, a computer-on-module (COM)or system-on-module (SOM)), a desktop computer system, a laptop ornotebook computer system, an interactive kiosk, a mainframe, a mesh ofcomputer systems, a mobile telephone, a personal digital assistant(PDA), a server, or a combination of two or more of these. Whereappropriate, computer system 650 may include one or more computersystems 650; be stand-alone or distributed; span multiple locations;span multiple machines; or reside in a cloud, which may include one ormore cloud components in one or more networks. The one or more computersystems 650 may perform in real time or in batch mode one or moreoperations of one or more methods described or illustrated herein.

In particular embodiments, computer system 650 includes a processor 652,memory 654, storage 656, an input/output (I/O) interface 658, acommunication interface 660, and a bus 662. Although this disclosuredescribes and illustrates a particular computer system having aparticular number of particular components in a particular arrangement,embodiments may be implemented with any suitable computer system havingany suitable number of any suitable components in any suitablearrangement.

In particular embodiments, processor 652 includes hardware for executinginstructions, such as those making up a computer program. As an exampleand not by way of limitation, to execute instructions, processor 652 mayretrieve (or fetch) the instructions from an internal register, aninternal cache, memory 654, or storage 656; decode and execute them; andthen write one or more results to an internal register, an internalcache, memory 654, or storage 656. The present disclosure contemplatesprocessor 652 including any suitable number of any suitable internalregisters, where appropriate. Where appropriate, processor 652 mayinclude one or more arithmetic logic units (ALUs); be a multi-coreprocessor; or include one or more processors 652. Although thisdisclosure describes and illustrates a particular processor, thisdisclosure contemplates any suitable processor.

In particular embodiments, memory 654 includes main memory for storinginstructions for processor 652 to execute, or data that can bemanipulated by processor 652. As an example and not by way oflimitation, computer system 650 may load instructions from storage 656or another source (such as, for example, another computer system 650) tomemory 654. Processor 652 may then load the instructions from memory 654to an internal register or internal cache. During or after execution ofthe instructions, processor 652 may write one or more results (which maybe intermediate or final results) to the internal register or internalcache. Processor 652 may then write one or more of those results tomemory 654. One or more memory buses (which may each include an addressbus and a data bus) may couple processor 652 to memory 654. Bus 662 mayinclude one or more memory buses, as described below. One or more memorymanagement units (MMUs) reside between processor 652 and memory 654 andfacilitate accesses to memory 654 requested by processor 652. Memory 654includes random access memory (RAM).

As an example and not by way of limitation, storage 656 may include aHard Disk Drive (HDD), a floppy disk drive, flash memory, an opticaldisc, a magneto-optical disc, magnetic tape, or a Universal Serial Bus(USB) drive or a combination of two or more of these. Storage 656 mayinclude removable or non-removable (or fixed) media, where appropriate.In particular embodiments, storage 656 includes read-only memory (ROM).Where appropriate, this ROM may be mask-programmed ROM, programmable ROM(PROM), erasable PROM (EPROM), electrically erasable PROM (EEPROM),electrically alterable ROM (EAROM), or flash memory or a combination oftwo or more of these.

In particular embodiments, I/O interface 658 includes hardware,software, or both providing one or more interfaces for communicationbetween computer system 650 and one or more I/O devices. One or more ofthese I/O devices may enable communication between a person and computersystem 650. As an example and not by way of limitation, an I/O devicemay include a keyboard, keypad, microphone, monitor, mouse, printer,scanner, speaker, still camera, stylus, tablet, touch screen, trackball,video camera, another suitable I/O device or a combination of two ormore of these.

Communication interface 660 includes hardware, software, or bothproviding one or more interfaces for communication between computersystem 650 and one or more other computer systems 650 on one or morenetworks. As an example and not by way of limitation, communicationinterface 660 may include a network interface controller (NIC) ornetwork adapter for communicating with an Ethernet or other wire-basednetwork or a wireless NIC (WNIC) or wireless adapter for communicatingwith a wireless network, such as a WI-FI network. As an example,computer system 650 may communicate with a wireless PAN (WPAN) (such as,for example, a BLUETOOTH WPAN), a WI-FI network, a WI-MAX network, acellular telephone network (such as, for example, a Global System forMobile Communications (GSM) network), or other suitable wireless networkor a combination of two or more of these.

In particular embodiments, bus 662 includes hardware, software, or bothcoupling components of computer system 650 to each other. As an exampleand not by way of limitation, bus 662 may include an AcceleratedGraphics Port (AGP) or other graphics bus, an Enhanced Industry StandardArchitecture (EISA) bus, a front-side bus (FSB), a HYPERTRANSPORT (HT)interconnect, an Industry Standard Architecture (ISA) bus, an INFINIBANDinterconnect, a low-pin-count (LPC) bus, a memory bus, a Micro ChannelArchitecture (MCA) bus, a Peripheral Component Interconnect (PCI) bus, aPCI-Express (PCI-X) bus, a serial advanced technology attachment (SATA)bus, a Video Electronics Standards Association local (VLB) bus, oranother suitable bus or a combination of two or more of these. Bus 662may include one or more buses 662, where appropriate. Although thisdisclosure describes and illustrates a particular bus, this disclosurecontemplates any suitable bus or interconnect.

Herein, reference to a computer-readable storage medium encompasses oneor more non-transitory, tangible computer-readable storage mediapossessing structure that may store a computer program or data. As anexample and not by way of limitation, a computer-readable storage mediummay include a semiconductor-based or other integrated circuit (IC)(such, as for example, a field-programmable gate array (FPGA) or anapplication-specific IC (ASIC)), a hard disk, an HDD, a hybrid harddrive (HHD), an optical disc, an optical disc drive (ODD), amagneto-optical disc, a magneto-optical drive, a floppy disk, a floppydisk drive (FDD), magnetic tape, a holographic storage medium, asolid-state drive (SSD), a RAM-drive, a Secure Digital card, a SecureDigital drive, or another suitable computer-readable storage medium or acombination of two or more of these, where appropriate. Herein,reference to a computer-readable storage medium excludes any medium thatis not eligible for patent protection under 35 U.S.C. §101.

One or more embodiments can also be fabricated as computer readable codeon a non-transitory computer readable medium. Herein, reference tosoftware may encompass one or more applications, bytecode, one or morecomputer programs, one or more executables, one or more instructions,logic, machine code, one or more scripts, or source code, and viceversa, where appropriate.

The present disclosure encompasses all changes, substitutions,variations, alterations, and modifications to the example embodimentsherein that a person having ordinary skill in the art would comprehend.

What is claimed is:
 1. A method for executing game operations, themethod comprising: receiving a request from a player to acquire a firstgame asset to be utilized in the game, the first game asset beingassociated with a token usable in a real world outside the game;assigning the first game asset to the player in the game and rewardingthe player in the game with a second asset in response to the request;detecting a commercial operation executed outside the game by the playerwith the token; and rewarding the player in the game with a third assetin response to the detecting, wherein operations of the method areexecuted by a processor.
 2. The method as recited in claim 1, furtherincluding: presenting growth stages associated with the first game assetafter assigning the first game asset, wherein the growth stages includeplacing the first asset, signing up to the token, activating the token,and purchasing with the token; and providing additional rewards to theplayer after reaching each of the growth stages.
 3. The method asrecited in claim 2, wherein assigning the first game asset furtherincludes: placing a first icon associated with the first asset in a gameboard; and sending a first electronic message to notify a commercialcompany that the player has assigned the first game asset.
 4. The methodas recited in claim 3, further including: placing new icons for thefirst asset in the game board after reaching each of the growth stages.5. The method as recited in claim 1, further including: determining ifthe player meets prerequisites to obtain the first asset; and notifyingthe player in the game that the player is eligible to obtain the firstasset.
 6. The method as recited in claim 5, wherein the prerequisitesincludes one or more of a minimum age, a minimum level achieved by theplayer in the game, or a geographic location of the player.
 7. Themethod as recited in claim 1, wherein detecting the commercial operationfurther includes: receiving a second electronic message from acommercial company.
 8. The method as recited in claim 1, wherein thecommercial operation is selected from a group consisting of signing upfor a prepaid card, activating the prepaid card, adding money to theprepaid card, or spending money with the prepaid card.
 9. The method asrecited in claim 1, wherein the first asset is selected from a groupconsisting of a tree, a plant, a vehicle, a car, an airplane, a ship, aweapon, a gun, a rifle, a building, a castle, a decoration, a fountain,or an avatar, wherein the second asset is selected from a groupconsisting of a game currency, game energy, or a food item, wherein thethird asset is selected from a group consisting of a game currency, gameenergy, or a food item.
 10. The method as recited in claim 1, furtherincluding: providing a daily reward for a predetermined number of daysafter assigning the first game asset to the player in the game.
 11. Themethod as recited in claim 1, wherein the token is selected from a groupconsisting of a prepaid card, a credit card, an automated teller machine(ATM) card, a store card, a membership card, or a gift card.
 12. Amethod for executing game operations, the method comprising: receiving arequest from a player to acquire a first game asset to be utilized inthe game, the first game asset being associated with a token usable in areal world outside the game, wherein the first asset includes growthstages associated with a plurality of commercial operations executed inthe real world with the token; assigning the first game asset to theplayer in the game; sending a first electronic message to notify acommercial company that the first game asset has been assigned to theplayer; detecting a first commercial operation executed outside the gameby the player with the token; evolving the first asset from a firstgrowth stage to a second stage in response to detecting the firstcommercial operation; and rewarding the player in the game with a secondasset in response to the evolving, wherein operations of the method areexecuted by a processor.
 13. The method as recited in claim 12, whereinthe growth stages include placing the first asset, signing up to thetoken, activating the token, and buying with the token.
 14. The methodas recited in claim 12, further including: associating a differentin-game icon for the first game asset for each of the growth stages. 15.The method as recited in claim 12, wherein the token is selected from agroup consisting of a prepaid card, a credit card, an automated tellermachine (ATM) card, a store card, a membership card, or a gift card. 16.The method as recited in claim 12, wherein assigning the first gameasset further includes: placing a first icon associated with the firstasset in a game board; and sending a second electronic message to notifya commercial company that the player has assigned the first game asset.17. The method as recited in claim 12, wherein operations of the methodare performed by a computer program when executed by one or moreprocessors, the computer program being embedded in a non-transitorycomputer-readable storage medium.
 18. A computer program embedded in anon-transitory computer-readable storage medium, when executed by one ormore processors, for executing game operations, the computer programcomprising: program instructions for receiving a request from a playerto acquire a first game asset to be utilized in the game, the first gameasset being associated with a token usable in a real world outside thegame; program instructions for assigning the first game asset to theplayer in the game and rewarding the player in the game with a secondasset in response to the request; program instructions for detecting acommercial operation executed outside the game by the player with thetoken; and program instructions for rewarding the player in the gamewith a third asset in response to the detecting.
 19. The computerprogram as recited in claim 18, wherein the commercial operation isselected from a group consisting of performing a purchase, placing abet, or withdrawing money from an ATM.
 20. The computer program asrecited in claim 18, wherein the first asset is selected from a groupconsisting of a tree, a plant, a vehicle, a car, an airplane, a ship, aweapon, a gun, a rifle, a building, a castle, a decoration, a fountain,or an avatar.